نتایج جستجو برای: video games

تعداد نتایج: 222813  

2017
Marc Palaus Elena M. Marron Raquel Viejo-Sobera Diego Redolar-Ripoll

Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great ...

2012
Jin Ha Lee Joseph T. Tennis Rachel Ivy Clarke

As interest in video games increases, so does the need for intelligent access to them. However, traditional organization systems and standards fall short. Through domain analysis and cataloging real-world examples while attempting to develop a formal metadata schema for video games, we encountered challenges in description. Inconsistent, vague, and subjective sources of information for genre, r...

Journal: :Journal of diabetes science and technology 2011
Tom Baranowski Janice Baranowski Debbe Thompson Richard Buday

Innovative intervention programs are needed to overcome the limitations in previous programs that promoted change in diabetes risk behaviors in children. Serious video games show promise of changing dietary and physical activity behaviors, but research is needed on the optimal design of behavior-change procedures in video games, the mechanisms that account for changes obtained, and the groups i...

Journal: :Aggressive behavior 2012
Muniba Saleem Craig A Anderson Douglas A Gentile

Recent research reveals that playing prosocial video games increases prosocial cognitions and helpful behaviors [Gentile el al., 2009; Greitemeyer and Osswald, 2009; 2010; 2011]. These results are consistent with social-cognitive models of social behavior [e.g., the "General Learning Model," Buckley and Anderson, 2006]. The social-cognitive learning models suggest that in addition to influencin...

2011
Pejman Mirza-Babaei

Due to the specific characteristics of video games most of the established HCI (Human-Computer Interaction) methods of user research cannot be used the same way for video games. To address this, the research project presented here adapts methods suited for empirical research on video games. This will be based on utilising player’s physiological measures in conjunction with other user research m...

2006
Risto Miikkulainen Bobby D. Bryant Ryan Cornelius Igor V. Karpov Kenneth O. Stanley

Video games provide an opportunity and challenge for the soft computational intelligence methods like the symbolic games did for “good old-fashioned artificial intelligence.” This article reviews the achievements and future prospects of one particular approach, that of evolving neural networks, or neuroevolution. This approach can be used to construct adaptive characters in existing video games...

2010
Lisa Kirk Annika Lutz Trena Norton Molly Zimmerman

GHC 2010 Extended Abstract For many people, video games are the first taste of the world of technology. Therefore, the message these games send to the players is vitally important. Women, specifically, are most often portrayed in more mature video games as both overly sexual and somewhat masculine. For example, one of the most commonly known woman video game characters, Lara Croft, is dressed i...

Journal: :Aggressive behavior 2012
Muniba Saleem Craig A Anderson Douglas A Gentile

Recent research reveals that playing prosocial video games increases prosocial cognitions, positive affect, and helpful behaviors [Gentile et al., 2009; Greitemeyer and Osswald, 2009, 2010, 2011]. These results are consistent with the social-cognitive models of social behavior such as the general learning model [Buckley and Anderson, 2006]. However, no experimental studies have examined such ef...

Journal: :CoRR 2015
Allan Fowler

There has been considerable interest and debate about the value of video games. There are researchers that suggest that video games are useful tools for engaging learners in engaging and authentic learning experiences (Gee, 2003; McGonigal, 2012; Shaffer, Squire, Halverson, & Gee, 2005; Squire, 2008; Steinkuehler, 2005). However, there are researchers that suggest that video games are harmful, ...

Journal: :Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society 2009
James D. Ivory Dmitri Williams Nicole Martins Mia Consalvo

Although violent video game content and its effects have been examined extensively by empirical research, verbal aggression in the form of profanity has received less attention. Building on preliminary findings from previous studies, an extensive content analysis of profanity in video games was conducted using a sample of the 150 top-selling video games across all popular game platforms (includ...

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